Gah - a solution with more questions. – EntropicLqd
|Object >> Actor|
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- 5.1 Static native functions
- 5.2 Other static functions
- 5.3 Iterator functions
- 5.4 Latent functions
- 5.5 Native functions
- 5.6 Events
- 5.7 Other instance functions
- 6 Operators
- Direct subclasses:
- Decal, InventoryAttachment, ASCinematic_Camera, ASTurret_Base, AimedAttachment, AnimBrowserMesh, AntiPortalActor, Brush, Controller, XMaterialController, CrateActor, DamageType, DecoVolumeObject, Decoration, DestroyableTrigger, Effects, Emitter, FX_BallTurret_Shield, FX_LinkTurretShield, FX_SpaceFighter_Shield, FX_Turret_IonCannon_BeamFire, FX_Turret_IonCannon_FireEffect, FluidSurfaceOscillator, VehiclePart, Gib, HudOverlay, Hud, Info, Inventory, IonCannon, IonEffect, KActor, KRepulsor, Keypoint, Light, ONSMortarTargetBeam, MatDemoActor, ProjectileSpawner, MeshEffect, Mover, NavigationPoint, NetworkTrigger, Note, ONSAutoBomber, ONSHUDOverlay, ONSIncomingShellSound, ONSPowerCoreEnergy, ONSPowerCoreShield, ONSPowerLinkOfficialSetup, ONSPowerNodeEnergySphere, ONSShockTankShield, ONSTeleportPad, ONSWeapon, ObjectivePointingArrow, Pawn, Pickup, PrecacheHack, Projectile, Projector, SVehicleFactory, ShieldEffect, ShockCombo, SpinnyWeap, StaticMeshActor, TankVictim, Triggers, UtvReplication, VMeshActor, Vignette, XEmitter, XMaterialTrigger, XMutatorList, XPickUpBase, XProcMesh, XWeatherEffect, Actor_Class_Hierarchy
- Known custom subclasses:
- Round_Robin, PawnFactory, IncrementalTrigger, Crusha/UltimateMappingTools, Wormbo/OnslaughtSpecials, Wormbo/NetworkProjectileSpawner, Crusha/DynamicWeather, Crusha/DynamicWeather/DWParents, Crusha/DynamicWeather/DWAmbientMonster, Crusha/DynamicWeather/DWRealRain, Crusha/DynamicWeather/DWTwister, Jrubzjeknf/TeamSpecificActors, Jrubzjeknf/TeamSpecificActors/TeamSpecificColorChanger
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, U2XMP, UT3, UDK
The base class of all actors. Actor is the base class of all gameplay objects. A large number of properties, behaviors and interfaces are implemented in Actor, including:
- Physics and world interaction
- Making sounds
- Networking properties
- Actor creation and destruction
- Triggering and timers
- Actor iterator functions
- Message broadcasting
This is a built-in Unreal class and it shouldn't be modified.
Maximum step height walkable by pawns
The lowest possible Z value of a surface normal vector that can still be walked on. This value roughly corresponds to an inclination angle of 45°.
See Actor properties.
See Actor enums.
- pointer Ptr
- name AnimSequence
- bool bAnimLoop
- byte AnimRate
- note that with compression, max replicated animrate is 4.0
- byte AnimFrame
- byte TweenRate
- note that with compression, max replicated tweentime is 4 seconds
- class<Ammunition> AmmoClass
- class<Projectile> ProjectileClass
- float WarnTargetPct
- float MaxRange
- bool bTossed
- bool bTrySplash
- bool bLeadTarget
- bool bInstantHit
- bool bInitialized
- KRBVec Position
- Object.Quat Quaternion
- KRBVec LinVel
- KRBVec AngVel
- float GammaPerSec
- Relaxation constant. Making it larger pushes things apart harder when they penetrate.
- float Epsilon
- Global constraint compliance. Making it larger makes contacts/joints softer.
- float PenetrationOffset
- Resting penetration. Making this larger can reduce jiggling.
- float PenetrationScale
- Artificially increase penetration - makes contacts 'stiffer'
- float ContactSoftness
- Softness of just contact constraints.
- float MaxPenetration
- Maximum penetration allowed.
- float MaxTimestep
- Maximum timestep ever used to advance rigid body simulation.
- pointer Ptr
- pointer Ptr
- pointer Ptr
Static native functions
Returns all classes for a specific meta class as defined in the Object list of the [Public] section of all localization files.
Returns all classes and their corresponding descriptions for a specific meta class as defined in the Object list of the [Public] section of all localization files.
Returns whether this class was declared with the HideDropDown class modifier.
Other static functions
Intentionally crashes the game through a failed assertion.
For use with LocalMessages, returns a localized string representation of this Actor class.
Iterates over all actors in the level. Returned actors can be restricted to subclasses of a certain class and to a specific value of the Tag property. This is quite slow since it goes over the entire list, regardless of restriction parameters.
Iterates over the actors attached to the actor this is called on. Returned actors can only be restricted to subclasses of a certain class. This iterator is very efficient since it only iterates the Attached array.
Iterates over all actors directly or indirectly owned by the actor this is called on. Returned actors can only be restricted to subclasses of a certain class. Like AllActors this is a slow iterator since it goes over the entire list of actors in the level.
Iterates over colliding actors within a specified radius around a certain location. If the location isn't specified, the location of the actor this is called on will be used. Since this iterator uses the "collision hash", it is reasonably fast for smaller radii. Performance may decrease for larger radii, though.
Iterates over all actors with bStatic set to False. Returned actors can be restricted to subclasses of a certain class and to a specific value of the Tag property. Like AllActorsthis iterator goes over the list of actors in the level, but that list is sorted so static actors come first, allowing DynamicActors' to start directly at the first non-static actor. Note that this optimization is only available after map startup is complete, before that DynamicActors works just like AllActors, possibly returning static actors as well.
Iterates over all actors within a specified radius around a certain location. If the location isn't specified, the location of the actor this is called on will be used. This iterator uses the level actor list and thus is slow like AllActors.
Iterates over the actors touching the actor this is called on. Returned actors can only be restricted to subclasses of a certain class. This iterator is very efficient since it only iterates the Touching array.
Performs a multi-hit trace similar to the Trace function (just without stopping at the first trace hit) and returns all actors intersecting the tracing line. In addition to the hit actor, the hit location and normal are returned. The result of this iterator is determined before the first actor is returned, so moving actors into or out of the trace line inside the foreach loop will not add or remove any actors to/from this list.
Iterates over all non-hidden actors, optionally within a specified radius, whose center is visible from a certain location. If the location isn't specified, the location of the actor this is called on will be used. This iterator uses the level actor list and additionally performs a FastTrace on every actor not excluded by class, bHidden or radius, and thus is even slower than AllActors.
Iterates over all colliding, optionally non-hidden actors within a specified radius, whose center is visible from a certain location. If the location isn't specified, the location of the actor this is called on will be used. This iterator uses the "collision hash" and additionally performs a FastTrace on every actor not excluded by class, bHidden or radius, and thus is slower than CollidingActors but can be faster than VisibleActors depending on the radius.
Returns when the animation in the specified channel has finished.
Returns when the actor finished interpolating.
Returns after the specified amount of game time has passed.
See Actor events.
Other instance functions
color * float
Multiplies the R, G and B components of the color with the float value and returns the result. The A component of the color remains unchanged.
float * color
Same as the color * float operator.
color + color
Adds the R, G and B components of the two colors and returns the result, using the A component of the first operand as result alpha.
color - color
Subtracts the R, G and B components of the second operand form those of the first operand and returns the result, using the A component of the first operand as result alpha.